First, we should not insert into cache if the hostname resolution has
failed (as it might be a temporary internet issue), second, the async
resolver should also properly insert into cache.
Took the chance to remove some duplicate code with critical section in
it at the cost of little performance when calling the blocking
resolve_hostname function.
(cherry picked from commit 49297d937c)
Pressing `ctrl+z` after clicking "Create Physical Skeleton" will now
undo the creation of all physical bones by that operation.
Previously undo would remove one bone at a time.
Fixes https://github.com/godotengine/godot/issues/55351.
(cherry picked from commit c9cce53983)
fixes#57231, fixes#57421
Within the context of parsing navigation geometry, this commit:
- added missing transform of `MultiMeshInstance`
- changed all transforms to global ones so that they don't need to be
calculated by hand
By default, when installing from Android App Bundles the native
libraries are not extracted. They are loaded directly from the APK.
See: https://stackoverflow.com/a/56551499
Passing only the file name to dlopen, without the location, makes it
search the native library in all locations, including inside the apk.
- Adds the parameters for supported Meta devices, which is required to access some device specific capabilities
- Remove the 'com.samsung.android.vr.application.mode' metadata when we're not using the VrApi plugin
Running `npm run serve` in `platform/javascript/` will start
a web server that uses `bin/` as its root folder. This means you
can extract a compiled web editor ZIP in this folder and immediately
be able to test the web editor.
Headers required for the use of SharedArrayBuffer are automatically
added to every response.
(cherry picked from commit 9ef9bfb12c)
This makes for a more seamless-looking address bar/status bar
when using the web editor on a mobile device, either directly
in the brower or installed as a progressive web app.
This also specifies a theme color for the web editor's offline
fallback.
(cherry picked from commit 7ef459c2d7)
Due to an optimization to prevent processing except when camera rooms changed, the ticking synchronization and updating of previous and current lists could get out of sync for affected objects, leading to missing gameplay notifications.
This PR adds new paths to properly support and synchronize objects in this "room based" path.